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Lady Mia's Achievements
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Lady Mia changed their profile photo
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and i also get this on console: Unable to load Hud. Invalid token 'void' in class, record, struct, or interface member declaration | Line: 2059, Pos: 459 Previous version of plugin failed to load: Hud
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Lady Mia started following Not showing correctly and disappears
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so my hud keeps disappearing after server restarts and does not show everything. reloading the plugin does not do anything i always need to re upload the plugin. and most of the players see the hud like the picture attached
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Lady Mia started following Server HUD Custom Icon Pack
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ok thank you
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so for example on event start i use void AirfieldEventStarted() and does not indicate on the hud that the event is active. i'm probably doing something wrong.. and sorry for the trouble i'm new to being a server owner
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Lady Mia started following Hook for Server Hud
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Hello i'm using Server Hud and i need help setting up the hook for this event. can't seem to make it work
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Lady Mia started following Failed hook on restart after installing , Zombie config file and Heli retires after player death
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i use Automated Events also
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yes i'm using loot defender both have the latest update
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after a player dies doing heli it says that they cannot damage the heli and retires. config is attached.please help HeliSignals.json
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yes worked for me. thank you
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i have the same issue
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so i'm adding the prefab to a new map to test out in game and i'm getting this errors when loading the map BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Decor/assets/bundled/prefabs/modding/cubes/tiled/cube_tiled_plaster_01.prefab" BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Decor/assets/bundled/prefabs/modding/cubes/tiled/cube_tiled_plaster_01.prefab" BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Decor/assets/bundled/prefabs/modding/cubes/tiled/cube_tiled_plaster_01.prefab" BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Decor/assets/bundled/prefabs/modding/cubes/tiled/cube_tiled_plaster_01.prefab" BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Decor/assets/bundled/prefabs/modding/cubes/tiled/cube_tiled_plaster_01.prefab" BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Decor/assets/bundled/prefabs/hapis/lake_v2.prefab/Trigger" BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Decor/assets/bundled/prefabs/hapis/lake_v2.prefab/Trigger" BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Decor/assets/bundled/prefabs/hapis/lake_v2.prefab/Trigger" BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Decor/assets/bundled/prefabs/hapis/lake_v2.prefab/Trigger" BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Decor/assets/bundled/prefabs/modding/cubes/tiled/cube_tiled_plaster_04.prefab" BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Decor/assets/bundled/prefabs/modding/cubes/tiled/cube_tiled_plaster_04.prefab" BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Decor/assets/bundled/prefabs/modding/cubes/tiled/cube_tiled_plaster_04.prefab" BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Decor/assets/bundled/prefabs/modding/cubes/tiled/cube_tiled_plaster_04.prefab" BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Decor/assets/bundled/prefabs/modding/cubes/tiled/cube_tiled_plaster_04.prefab" BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Decor/assets/bundled/prefabs/modding/cubes/tiled/cube_tiled_plaster_04.prefab" BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Decor/assets/bundled/prefabs/modding/cubes/tiled/cube_tiled_plaster_04.prefab" BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Decor/assets/bundled/prefabs/modding/cubes/tiled/cube_tiled_plaster_04.prefab" BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Decor/assets/bundled/prefabs/modding/cubes/tiled/cube_tiled_plaster_01.prefab" BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Decor/assets/bundled/prefabs/modding/cubes/tiled/cube_tiled_plaster_01.prefab" BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Decor/assets/bundled/prefabs/modding/cubes/tiled/cube_tiled_plaster_01.prefab" BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Decor/assets/bundled/prefabs/modding/cubes/tiled/cube_tiled_plaster_01.prefab" BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Decor/assets/bundled/prefabs/modding/cubes/tiled/cube_tiled_plaster_01.prefab" BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Decor/assets/bundled/prefabs/modding/cubes/tiled/cube_tiled_plaster_01.prefab" BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Decor/assets/bundled/prefabs/modding/cubes/tiled/cube_tiled_plaster_01.prefab" BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Decor/assets/bundled/prefabs/modding/cubes/tiled/cube_tiled_plaster_01.prefab" BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Decor/assets/bundled/prefabs/modding/cubes/tiled/cube_tiled_plaster_01.prefab" Disconnected (Exception (cs:85884): NullReferenceException: Object reference not set to an instance of an object. MaterialConfig.GetMaterialPropertyBlock (UnityEngine.Material mat, UnityEngine.Vector3 pos, UnityEngine.Vector3 scale) (at <00000000000000000000000000000000>:0) MaterialSetup.OnEnable () (at <00000000000000000000000000000000>:0) Prefab.Spawn (UnityEngine.Vector3 pos, UnityEngine.Quaternion rot, UnityEngine.Vector3 scale, System.Boolean active) (at <00000000000000000000000000000000>:0) World.Spawn (System.String category, Prefab prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, UnityEngine.Vector3 scale) (at <00000000000000000000000000000000>:0) World.Spawn (ProtoBuf.PrefabData prefab) (at <00000000000000000000000000000000>:0) World+<Spawn>d__79.MoveNext () (at <00000000000000000000000000000000>:0) WorldSetup+<InitCoroutine>d__17.MoveNext () (at <00000000000000000000000000000000>:0) UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <00000000000000000000000000000000>:0) Prefab:Spawn(Vector3, Quaternion, Vector3, Boolean) World:Spawn(String, Prefab, Vector3, Quaternion, Vector3) World:Spawn(PrefabData) <Spawn>d__79:MoveNext() <InitCoroutine>d__17:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) ) - returning to main menu UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Client:OnClientDisconnected(String) Network.Client:OnDisconnected(String) Facepunch.Network.Raknet.Client:Disconnect(String, Boolean) ErrorLogger:CaptureLog(String, String, LogType) Facepunch.Output:LogHandler(String, String, LogType) UnityEngine.Application:CallLogCallback(String, String, LogType, Boolean) Prefab:Spawn(Vector3, Quaternion, Vector3, Boolean) World:Spawn(String, Prefab, Vector3, Quaternion, Vector3) World:Spawn(PrefabData) <Spawn>d__79:MoveNext() <InitCoroutine>d__17:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Unloading 3 Unused Serialized files (Serialized files now loaded: 63) NullReferenceException: Object reference not set to an instance of an object. at MaterialConfig.GetMaterialPropertyBlock (UnityEngine.Material mat, UnityEngine.Vector3 pos, UnityEngine.Vector3 scale) [0x00000] in <00000000000000000000000000000000>:0 at MaterialSetup.OnEnable () [0x00000] in <00000000000000000000000000000000>:0 at Prefab.Spawn (UnityEngine.Vector3 pos, UnityEngine.Quaternion rot, UnityEngine.Vector3 scale, System.Boolean active) [0x00000] in <00000000000000000000000000000000>:0 at World.Spawn (System.String category, Prefab prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, UnityEngine.Vector3 scale) [0x00000] in <00000000000000000000000000000000>:0 at World.Spawn (ProtoBuf.PrefabData prefab) [0x00000] in <00000000000000000000000000000000>:0 at World+<Spawn>d__79.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at WorldSetup+<InitCoroutine>d__17.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00000] in <00000000000000000000000000000000>:0 Prefab:Spawn(Vector3, Quaternion, Vector3, Boolean) World:Spawn(String, Prefab, Vector3, Quaternion, Vector3) World:Spawn(PrefabData) <Spawn>d__79:MoveNext() <InitCoroutine>d__17:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)